unreal.ParticleSystemInsignificanceReaction

class unreal.ParticleSystemInsignificanceReaction

Bases: unreal.EnumBase

Determines what a particle system will do when all of it’s emitters become insignificant.

C++ Source:

  • Module: Engine

  • File: ParticleHelper.h

AUTO

Looping systems will DisableTick. Non-looping systems will Complete.

Type

0

COMPLETE

The system will be considered complete and will auto destroy if desired etc.

Type

1

DISABLE_TICK

The system will simply stop ticking. Tick will be re-enabled when any emitters become significant again. This is useful for persistent fx such as environmental fx.

Type

2